Graphite/node-graph/libraries/wgpu-executor/src/resample_shader.wgsl

52 lines
1.2 KiB
WebGPU Shading Language

// =============
// VERTEX SHADER
// =============
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let pos = array(
vec2f(-1.0, -1.0),
vec2f(3.0, -1.0),
vec2f(-1.0, 3.0),
);
let xy = pos[vertex_index];
out.clip_position = vec4f(xy, 0.0, 1.0);
let coords = xy / 2. + 0.5;
out.tex_coords = vec2f(coords.x, 1. - coords.y);
return out;
}
// ===============
// FRAGMENT SHADER
// ===============
@group(0) @binding(0)
var t_source: texture_2d<f32>;
struct Params {
matrix: mat2x2<f32>,
translation: vec2<f32>,
_pad: vec2<f32>,
};
// We need to use a uniform buffer for the params because push constants are not supported on web
@group(0) @binding(1)
var<uniform> params: Params;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let position = params.matrix * in.tex_coords + params.translation;
let texel = vec2<i32>(floor(position));
let texture_size = vec2<i32>(textureDimensions(t_source));
if (texel.x >= 0 && texel.x < texture_size.x && texel.y >= 0 && texel.y < texture_size.y) {
return textureLoad(t_source, texel, 0);
}
return vec4<f32>(0.0);
}